![]() ![]() I also noticed that the "autoConfigureConnectedAnchor" option is setting the connected object to WorldCoordinates now instead of LocalCoordinates, which makes things warp around crazily too, if you have it enabled. windows, or sometimes witch windows, depending on who you are I guess. I've got the anchor point at the spaceman (0,0,0 locally) and the hinge on the spaceman, with the connectedanchor point being at the local(relative) position of the object.) oddity lovers and outside the box thinkers around Vermont and New England. New Zealand snapper populations as single unit stock could not account for. ![]() ![]() (my use case: little space man "grabs" a rock player can move around and the rock swings around you as if it were tethered. tion distribution), population boundary (spatial. Maybe I'm missing something obvious though. I'm also seeing the rotation of objects resetting or adjusting upon connection, though I see no transform adjustments anywhere, which makes me think it's some sort of contstraint bug or something. After updating to Unity 5.1 I've noticed strange behaviour with hingejoints - after programatically attaching a hinge between two dynamic objects (that are sitting still/no gravity), they both "twitch" and start spinning around each other for a brief period of time (they'll settle, and this doesn't always happen). 5 views 2 minutes ago GameTrailers Gaming GravityOddity Gravity Oddity is a gravity-bending space action roguelike developed by Invincible Cat. ![]()
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